This is the post-game comments thread for AU 503: Pillage and Plunder.
Add any additional thoughts or learnings here; critique your own game or others' and share anything you haven't woven into any of your DARs.
Add any additional thoughts or learnings here; critique your own game or others' and share anything you haven't woven into any of your DARs.
). On understanding the map layout a bit at the beginning, my first thoughts were of a hyper aggressive Temujin, with great land, a horde of Keshiks, and an early Middle Ages golden age, and I wanted to reduce their later impact if possible. Three regular Chasquis appeared to be enough to slow that juggernaut down. But I agree that this was a tough map for pillaging – unless one started off on Chasquis right away (as I did, due to the course title rather than due to the natural instinct), I can readily see that a later pillage attack would have been considerably less effective. I think that if I had taken the time to REX, by the time I was prepared to mount a pillaging offensive the balance of power would have been quite different and the Mongol road network would have substantially devalued the Chasqui offensive. Absent the course focus, I would almost certainly not have started with 3 Chasquis – indeed I’ll be more likely to do so in those games where to enemy is both threatening and nearby – to enable a stream of Chasquis to get to the action quickly. I initially thought I’d mount a later pillaging assault as well – a stack of Chasquis under numerous pikes at the early Middle Ages – but game circumstances made that a highly risky strategy that I wasn't sure would yield significant benefits. I also contemplated a late game mass-pillage of China (via some infantry and bombers), but the lack of oil put the kibosh on that approach and again the risk-reward wasn’t there – not to mention the time involved in producing craters throughout China. All in all the game reinforced my belief that hitting an AI early can produce significant long-term benefits, but that knowing when and how to do so remains a bit of a challenge with my limited experience. It would certainly come more naturally when an enemy is close by and the lay of the land can be discovered quite early, or at least early enough to take appropriate steps.
). I assumed this would not be the case with high defense pillagers and a quick testgame with the zulus affirmed this. This would lead me to think that the units to tie up your opponents resources would be a low defense high move unit. If you were just going to pillage though, a high defense unit would allow you to start later as roaming archers are less of a concern. The advantage of a low defense pillager though, is that with fewer or no units coming your way, them all being busy fruitlessly chasing your pillagers, the economical disruption is minimal.
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